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Returning 10 results for 'vampiric thieves'.
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vampires thieves
vampire thieves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Prisoner of Darkness The characters are not the only adventurers to have recently explored this level. One of those who came before them has succumbed to the Shadowfell’s despair. 25a. Vampiric
thieves’ tools and a successful DC 20 Dexterity check. A character can also free Portia by snapping her chains with a successful DC 30 Strength (Athletics) check. Portia sank into madness and despair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Prisoner of Darkness The characters are not the only adventurers to have recently explored this level. One of those who came before them has succumbed to the Shadowfell’s despair. 25a. Vampiric
thieves’ tools and a successful DC 20 Dexterity check. A character can also free Portia by snapping her chains with a successful DC 30 Strength (Athletics) check. Portia sank into madness and despair
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
check using thieves’ tools. The trap triggers if a character tries to open the door, or if an attempt to disarm it fails. When the trap triggers, a large stone falls onto the creature standing next to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
check using thieves’ tools. The trap triggers if a character tries to open the door, or if an attempt to disarm it fails. When the trap triggers, a large stone falls onto the creature standing next to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Grumink is a vile outlaw who stops at nothing to get what he wants. Most thieves don’t bother to take on heavily-armed opponents, preferring to avoid unnecessary fights. Grumink delights in building his
part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination. When the thieves’ guild known as the Hand of Yartar comes into possession of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Grumink is a vile outlaw who stops at nothing to get what he wants. Most thieves don’t bother to take on heavily-armed opponents, preferring to avoid unnecessary fights. Grumink delights in building his
part of the North, and specialize in advancing the agenda of the society through theft, intimidation, and assassination. When the thieves’ guild known as the Hand of Yartar comes into possession of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pressure plate. When pressed or stepped on, it sounds a magic gong that can be heard throughout the sanctum. The alarm can be disabled by someone who makes a successful DC 20 Dexterity check using thieves
makes a successful DC 25 Dexterity check using thieves’ tools, or with a knock spell or similar magic. The drawer can also be forced open with a successful DC 21 Strength (Athletics) check. Inside is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pressure plate. When pressed or stepped on, it sounds a magic gong that can be heard throughout the sanctum. The alarm can be disabled by someone who makes a successful DC 20 Dexterity check using thieves
makes a successful DC 25 Dexterity check using thieves’ tools, or with a knock spell or similar magic. The drawer can also be forced open with a successful DC 21 Strength (Athletics) check. Inside is a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Common, thieves’ cant
, spider climb, web
3rd level (3 slots): animate dead, plant growth, vampiric touch
4th level (3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 120 ft., passive Perception 21
Languages Common, thieves’ cant
, spider climb, web
3rd level (3 slots): animate dead, plant growth, vampiric touch
4th level (3 slots): blight, giant insect, grasping vine
5th level (2 slots): cloudkill, insect plague
6th